mmog
- 网络大型多人在线游戏(Massively Multiplayer Online Game);多人线上游戏;大型网络游戏(Massive Multiplayer Online Game )
mmog
mmog
大型多人在线游戏(Massively Multiplayer Online Game)
本作像其他大型多人在线游戏(MMOG)一样,玩家需要连接到一个成千上万人共用的服务器中来进行游戏。但不同于其他的 …
多人线上游戏
线上游戏玩家大多还是偏好进行多人线上游戏(MMOG),其次则为电脑单机游戏,值得注意的是,电脑单机小游戏与网页型游戏 …
大型网络游戏(Massive Multiplayer Online Game )
游戏 “大型网络游戏”(MMOG)的概念浮出水面,网络游戏不再依托于单一的服务商和服务平台而存在,而是直接接入互联网…
多人线上游戏(Massively Multiplayer Online Games)
...时只有两种,但现在已经发展成可提供近30种被称为“MMOG(Massively Multiplayer Online Games)”的游戏的市场,“而且 …
1
Although MMOG evolves several decades, the security problems peculiar to MMOG which named cheating has not been entirely solved up to date.
MMOG虽然经历了几十年的发展,其特有的安全问题——欺骗,迄今为止仍然没有完全解决。
2
Unfortunately, the scale of MMOGs is beginning to reach the architectural limits of traditional databases.
不幸的是,MMOG的规模已经接近了传统数据库的体系结构极限。
3
In an MMOG, literally hundreds of thousands of players are performing these updates constantly.
在MMOG中,会有成百上千的玩家不断地进行这些更新。
4
Of these issues, content creation for single-instance MMOGs must be solved.
在这些问题之中,必须解决单实例MMOG的内容创建问题。
5
To anyone who has worked on an MMOG, the key bottleneck is painfully obvious -- the link between the game server and the clients.
对于MMOG来说,关键瓶颈很明确——游戏服务器与客户机之间的链路。
6
MMOGs are arguably one of the most complex technical endeavors that developers can currently undertake.
事实证明,MMOG是开发人员当前正在面对的最复杂的技术挑战之一。
7
Finally, all MMOGs are topped off with the game's firewall and, of course, a connection to the Internet.
最后,所有MMOG都需要游戏防火墙和到互联网的连接。
8
Regarding multiplayer online games and MMOGs, two different "patterns" are used to provide the multiplayer experience.
对于多玩家在线游戏和MMOG,使用两种不同的“模式”来提供多玩家体验。
9
The architecture and design of an MMO can dramatically impact the cost of operating an MMOG.
MMO的体系结构和设计方式将严重影响运营MMOG的成本。
10
Tiered- or shard-based MMOGs use dozens or hundreds of copies of the game world to support the massive number of players.
分层型或分片型MMOG使用游戏世界的数十甚至数百个拷贝来支持数量庞大的玩家。
11
Generally, MMOGs utilize the same database technology as banks, insurance companies, trading desks, and medical records systems.
一般情况下,MMOG使用与银行、金融公司、交易所和医疗记录系统相同的数据库技术。
12
From a business perspective, an MMOG developer and publisher charge for subscriptions to an Internet-enabled service.
从业务的角度来看,MMOG开发商和发行商对互联网服务的收入进行分成。
13
EVE Online is a massive multiplayer online game (MMOG) set in a science-fiction based, persistent world.
在线前夕是一个大型多人在线游戏(MMOG),载于科幻小说中的,持久的世界。
14
Oddly enough, the same techniques used to size a new freeway system can be used to size an MMOG.
有意思的是,对新的高速公路系统进行规模评估所用的技术也可以应用于MMOG。
15
These companies are pioneering resolutions to the playability and technical issues with single-shard MMOGs.
这些公司率先尝试用单实例MMOG来解决可玩性和技术问题。
16
Once this metric is found, you can use it as a factor to size the entire MMOG infrastructure.
找到指标之后,就可以用它来评估整个MMOG基础结构的规模。
17
The updated anti-cheating measures in MMOG are cheat-proofing protocol and cheat-detection algorithm.
MMOG中现有的反欺骗策略主要有防欺骗协议和欺骗检测两种。
18
You've learned how to successfully solve one of the most risky and costly pieces of the MMOG puzzle.
规模评估是MMOG项目中最具风险而且对成本影响很大的部分,您已经学习了如何处理这个问题。
19
When a person logs off from an MMOG, the persistent world of the game keeps running without that person in it.
当一个用户退出MMOG时,游戏的永恒世界仍然继续运行。
20
Therefore, the study of cheating problems in MMOG has significant academic meaning and actual meaning.
因此对MMOG中欺骗问题的研究有着重大的理论意义和现实意义。
21
However, even at a more easily understood level, various issues with MMOGs can make it difficult to know where to begin.
但是,即使在比较容易理解的层次上,MMOG涉及的各种问题也让人觉得不知道从哪里下手。
22
The primary difference between persistent worlds and MMOGs is the audience.
永恒的世界与MMOG之间的主要差异是受众。
23
World of Warcraft is a best-selling Massively Multiplayer Online Game (MMOG) set in Blizzard's Warcraft universe.
魔兽世界是一个最畅销的大型多人在线游戏(MMOG)在暴雪的魔兽宇宙集。
24
Each shard in an MMOG is divided into three primary layers.
MMOG中的每个片划分成三个主要的层。
25
In general, sizing an MMOG starts with figuring out how large the global target user community will be.
一般来说,在估计MMOG的规模时,首先要估计游戏的全球目标用户社区会有多大。
26
MMOGs represent ongoing costs after title release.
MMOG在产品发布之后需要持续不断的费用支出。
27
Thus far, this article has dodged the most important issue that impacts playability for multiplayer online games and MMOGs: latency.
到目前为止,本文一直回避了影响多玩家在线游戏和MMOG的可玩性的最重要的因素:延迟。
28
Of course, the central issue to latency in MMOGs has been dodged, and that is the speed of the Internet.
当然,我们还是没有提到对MMOG中的延迟影响最大的因素——互联网的速度。
29
To grow in the interactive entertainment industry, companies need to increase the number of players they can support in MMOGs.
公司若要在互动娱乐业发展,就必须提高MMOG所能支持的玩家数量。
30
The massively multi-player online game (MMOG), which is nowadays a billion-dollar business, is a typical example of NVEs.
例如,具有上兆美元商机的巨量多人线上游戏(MassivelyMulti-playerOnlineGame,MMOG)就是网路虚拟环境的一个例子。